| ================================================================================ |
| Dynamic API |
| ================================================================================ |
| Originally posted by Ryan at https://plus.google.com/103391075724026391227/posts/TB8UfnDYu4U |
| |
| Background: |
| |
| - The Steam Runtime has (at least in theory) a really kick-ass build of SDL2, |
| but developers are shipping their own SDL2 with individual Steam games. |
| These games might stop getting updates, but a newer SDL2 might be needed later. |
| Certainly we'll always be fixing bugs in SDL, even if a new video target isn't |
| ever needed, and these fixes won't make it to a game shipping its own SDL. |
| - Even if we replace the SDL2 in those games with a compatible one, that is to |
| say, edit a developer's Steam depot (yuck!), there are developers that are |
| statically linking SDL2 that we can't do this for. We can't even force the |
| dynamic loader to ignore their SDL2 in this case, of course. |
| - If you don't ship an SDL2 with the game in some form, people that disabled the |
| Steam Runtime, or just tried to run the game from the command line instead of |
| Steam might find themselves unable to run the game, due to a missing dependency. |
| - If you want to ship on non-Steam platforms like GOG or Humble Bundle, or target |
| generic Linux boxes that may or may not have SDL2 installed, you have to ship |
| the library or risk a total failure to launch. So now, you might have to have |
| a non-Steam build plus a Steam build (that is, one with and one without SDL2 |
| included), which is inconvenient if you could have had one universal build |
| that works everywhere. |
| - We like the zlib license, but the biggest complaint from the open source |
| community about the license change is the static linking. The LGPL forced this |
| as a legal, not technical issue, but zlib doesn't care. Even those that aren't |
| concerned about the GNU freedoms found themselves solving the same problems: |
| swapping in a newer SDL to an older game often times can save the day. |
| Static linking stops this dead. |
| |
| So here's what we did: |
| |
| SDL now has, internally, a table of function pointers. So, this is what SDL_Init |
| now looks like: |
| |
| UInt32 SDL_Init(Uint32 flags) |
| { |
| return jump_table.SDL_Init(flags); |
| } |
| |
| Except that is all done with a bunch of macro magic so we don't have to maintain |
| every one of these. |
| |
| What is jump_table.SDL_init()? Eventually, that's a function pointer of the real |
| SDL_Init() that you've been calling all this time. But at startup, it looks more |
| like this: |
| |
| Uint32 SDL_Init_DEFAULT(Uint32 flags) |
| { |
| SDL_InitDynamicAPI(); |
| return jump_table.SDL_Init(flags); |
| } |
| |
| SDL_InitDynamicAPI() fills in jump_table with all the actual SDL function |
| pointers, which means that this _DEFAULT function never gets called again. |
| First call to any SDL function sets the whole thing up. |
| |
| So you might be asking, what was the value in that? Isn't this what the operating |
| system's dynamic loader was supposed to do for us? Yes, but now we've got this |
| level of indirection, we can do things like this: |
| |
| export SDL_DYNAMIC_API=/my/actual/libSDL-2.0.so.0 |
| ./MyGameThatIsStaticallyLinkedToSDL2 |
| |
| And now, this game that is staticallly linked to SDL, can still be overridden |
| with a newer, or better, SDL. The statically linked one will only be used as |
| far as calling into the jump table in this case. But in cases where no override |
| is desired, the statically linked version will provide its own jump table, |
| and everyone is happy. |
| |
| So now: |
| - Developers can statically link SDL, and users can still replace it. |
| (We'd still rather you ship a shared library, though!) |
| - Developers can ship an SDL with their game, Valve can override it for, say, |
| new features on SteamOS, or distros can override it for their own needs, |
| but it'll also just work in the default case. |
| - Developers can ship the same package to everyone (Humble Bundle, GOG, etc), |
| and it'll do the right thing. |
| - End users (and Valve) can update a game's SDL in almost any case, |
| to keep abandoned games running on newer platforms. |
| - Everyone develops with SDL exactly as they have been doing all along. |
| Same headers, same ABI. Just get the latest version to enable this magic. |
| |
| |
| A little more about SDL_InitDynamicAPI(): |
| |
| Internally, InitAPI does some locking to make sure everything waits until a |
| single thread initializes everything (although even SDL_CreateThread() goes |
| through here before spinning a thread, too), and then decides if it should use |
| an external SDL library. If not, it sets up the jump table using the current |
| SDL's function pointers (which might be statically linked into a program, or in |
| a shared library of its own). If so, it loads that library and looks for and |
| calls a single function: |
| |
| SInt32 SDL_DYNAPI_entry(Uint32 version, void *table, Uint32 tablesize); |
| |
| That function takes a version number (more on that in a moment), the address of |
| the jump table, and the size, in bytes, of the table. |
| Now, we've got policy here: this table's layout never changes; new stuff gets |
| added to the end. Therefore SDL_DYNAPI_entry() knows that it can provide all |
| the needed functions if tablesize <= sizeof its own jump table. If tablesize is |
| bigger (say, SDL 2.0.4 is trying to load SDL 2.0.3), then we know to abort, but |
| if it's smaller, we know we can provide the entire API that the caller needs. |
| |
| The version variable is a failsafe switch. |
| Right now it's always 1. This number changes when there are major API changes |
| (so we know if the tablesize might be smaller, or entries in it have changed). |
| Right now SDL_DYNAPI_entry gives up if the version doesn't match, but it's not |
| inconceivable to have a small dispatch library that only supplies this one |
| function and loads different, otherwise-incompatible SDL libraries and has the |
| right one initialize the jump table based on the version. For something that |
| must generically catch lots of different versions of SDL over time, like the |
| Steam Client, this isn't a bad option. |
| |
| Finally, I'm sure some people are reading this and thinking |
| "I don't want that overhead in my project!" |
| To which I would point out that the extra function call through the jump table |
| probably wouldn't even show up in a profile, but lucky you: this can all be |
| disabled. You can build SDL without this if you absolutely must, but we would |
| encourage you not to do that. However, on heavily locked down platforms like |
| iOS, or maybe when debugging, it makes sense to disable it. The way this is |
| designed in SDL, you just have to change one #define, and the entire system |
| vaporizes out, and SDL functions exactly like it always did. Most of it is |
| macro magic, so the system is contained to one C file and a few headers. |
| However, this is on by default and you have to edit a header file to turn it |
| off. Our hopes is that if we make it easy to disable, but not too easy, |
| everyone will ultimately be able to get what they want, but we've gently |
| nudged everyone towards what we think is the best solution. |